Amplitude (Harmonix) PS3/PS4 - KS (Funded, final day)

https://www.kicktraq.com/projects/harmonix/amplitude/

Trending to 1.8 million by Kickstarter's end.

Kicktraq trends are fairly rubbish for the first week or so and the last 72 hours of any Kickstarter, since both the start and end are funding spikes.

Realisticly, we're going to have to see the $300k mark reached within 72 hours of this Kickstarter launching if there's any hope of the goal being reached. As a general rule of thumb, you can expect twice what was raised at the 72 hour mark to be a decent estimate of the final total.
 
Well, there is always the risk of something that happend indeed, but this goes for every project on Kickstarter though. People seem to have a problem with this Kickstarter campaign in particular because they think the companies have enough money to fund the games without doing crowd funding. Its fully possible that they have enough money and dont need to do a Kickstarter campaign to get the game done, but i dont see the problem if paying now compared to wait until the game comes out. I mean, like i said, there is always some risk in paying in advance, no matter what it is that you're paying for, but I would also trust Harmonix to fulfill what they promise of rewards compared to a more unknown company.
 
Hyped. They mentioned they hope to have a variation of remix mode in it.

tbh i'm not optimistic about that goal either. That seems insanely high for such a short period of time. Really hope im proven wrong. :(
 
IMO, projections based on first 2 or 3 days will not provide us accurate data. I guess we should wait for at least a week to see how the kickstarter is going.
 
Never played the original. Is it like audiosurf?

They look quite similar but mechanically they're very different. Think 3 button guitar hero, but each song is made up of it's individual components, drum, bass, guitar, vocals, synth etc...and as you play each "lane" it adds to the song. It's awesome, and gave you a greater sense you where "creating" music then guitar hero or rock band ever did.
 
I'm sorry if this has been answered already, but it's not in the OP so why are there only 18 days for this campaign when most campaigns have 30-40 days?

Oh, apparently Adam Boyes will explain in a twitch stream.
In the replies to Adam Boyes it says that they are going to have a twitch stream at 5pm eastern where they will explain.

And that John Drake said the campaign is to see if there's interest for allocating resources to making the game (probably why no gameplay footage was shown):
Won't quote everyone asking about 18, but according to Drake, its to decide whether or not to dedicate resources to it. Source: http://www.giantbomb.com/articles/harmonix-kickstarting-a-new-amplitude-game/1100-4910/

"If you're wondering why the campaign has only 18 days, as opposed to the typical 30-day run for Kickstarters, Harmonix's John Drake explained: "We need to make sure the game is a go so we can allocate developers to it. That date/time makes the most sense for us in terms of making sure we can put people in the right places.""

They were just talking about it. Staff are rolling off of other projects this month, so they need to know how they are going to be allocating resources in the future.

and http://sidekick.epfl.ch/campaign/131105520-amplitude says that there is 13% chance that this is a success, it's too soon to tell.

Just found out about this kickstarter prediction website, and then looked up for others:

Outcast Reboot HD

Success Probability 0%
success_prediction_for_outcast_reboot_hd___sid_by_digi_matrix-d7habu2.jpg


damn son
 
Putting down 40 dollars. Amplitude started me on the slippery slope of rhythm games and now I own a 300 dollar Arcade Style IIDX controller along with countless plastic instruments.

That david bowie song was nice.
 
They look quite similar but mechanically they're very different. Think 3 button guitar hero, but each song is made up of it's individual components, drum, bass, guitar, vocals, synth etc...and as you play each "lane" it adds to the song. It's awesome, and gave you a greater sense you where "creating" music then guitar hero or rock band ever did.

ahh... so there is zero chance of being able to play your own music then. bummer.

Well if it is successful ill try it out. Good luck guys.
 
I'm sorry if this has been answered already, but it's not in the OP so why are there only 18 days for this campaign when most campaigns have 30-40 days?

Oh, apparently Adam Boyes will explain in a twitch stream.
I meant to say that in the replies to Adam Boyes' tweet, that John Drake said he would explain in the twitch stream. He explained it elsewhere and I think the twitch stream is over now.
 
ahh... so there is zero chance of being able to play your own music then. bummer.
No, and that's good because the tracks are much more finely honed than all those mediocre random generator music games, especially when Harmonix & their music game making skills are in question. And there's quite a lot of depth into the whole high score system thanks to the way the game plays since there are lots of different ways to go through any given track and you kind of have to try to find the best "paths" through any given song.
 
Of course, song list is very important too. Hope they can get all those originals back somehow.

Doubt they'd even bother. If they do end up adding licensed songs they'll probably be more recent and relevant. After all, mechanically these games are very similar. If people want to play cherry lips by garbage they have a game already..
 
Just to make sure I understand this correctly: http://www.ign.com/articles/2014/05/05/amplitude-reboot-announced-for-playstation-4-ps3



1.) This is Sony's IP, so it's exclusive to Sony platforms.

2.) Sony isn't funding it.

3.) Despite having a multi hundred million dollar payout from Viacom and multiple venture capitalists/angel investors backing them over time, they need to do a kickstarter for $775,000 to fund a game in an IP they don't own that the IP owner refuses to fund themselves.

This is... one of the odder kickstarters I've seen I've got to be honest.

3) The multi hundred million dollar payout was not to Harmonix as an entity. It went to Harmonix shareholders. That's not a small difference. Also, the $775,000 is not the total cost of the game and will not completely fund it. They explained in their livestream that it's to "kickstart" the project and demonstrate tangible interest.
 
Why is John Drake in the office in that Kickstartet video? Unrealistic and sugar-coated. He should be on a Virgin America flight, sipping a can of Diet Coke.
 
Doubt they'd even bother. If they do end up adding licensed songs they'll probably be more recent and relevant. After all, mechanically these games are very similar. If people want to play cherry lips by garbage they have a game already..
They could add some of the songs that were made by (ex-?)Harmonix team members. I could see there being at least one "world" with some of the Harmonix classics like Freezepop, Symbion Project and Cosmonaut Zero.
 
I'm sorry if this has been answered already, but it's not in the OP so why are there only 18 days for this campaign when most campaigns have 30-40 days?

It's due to the resource management at harmonix. Basically, they need to know if they allocate resource to this project before the end of the month. They also explained that they wanted to begin the kickstarter earlier (at PAX) but there was still legal stuff to deal with.
 
Based on the funding rate so far, this kickstarter could easily go either way. I'm thinking 40/60 odds on funded vs. not funded. Which all things considered is pretty odd - usually it's really obvious early on whether or not large projects like this are going to get funded or not.
 
Doubt they'd even bother. If they do end up adding licensed songs they'll probably be more recent and relevant. After all, mechanically these games are very similar. If people want to play cherry lips by garbage they have a game already..

Yeah doubtful everything is brought back, but would love to see a couple returns, Mainly Freezepop.
 
I might actually back this.....Id MUCH rather back a tried and true company's pet project than a group of kids with no experience.
 
Based on the funding rate so far, this kickstarter could easily go either way. I'm thinking 40/60 odds on funded vs. not funded. Which all things considered is pretty odd - usually it's really obvious early on whether or not large projects like this are going to get funded or not.

As sad as it's making me, I'm leaning towards not getting funded. It's already started to noticeably slow down. If it had gotten to (almost) 200k without slowing down too noticeably, then I'd have more hope, but I have my doubts this will even reach 200-250k within the next week or so, unfortunately.
 
Never played the original. Is it like audiosurf?
It's a far better game. Audiosurf is like if some random generator barfed out levels for SuperMario, and Amplitude is actual perfectly tuned level design, and on top of that all the music in Amplitude is layered into individual instruments tracks..
 
That looks really awkward.
They didn't have a tutorial in the game with that control scheme :P

I'll stick with my shoulder buttons.

give it a try at least... thats what i thought too, but once i switched to this, i effing BLASTED through the hardest difficulty super easy...

The point is it make your brain and hands work as QUICKLY as possible, using the 3 triggers causes delay because R2 and your hand position on the controller, as soon as you switch to the face buttons (quicker response than triggers with your pointer and middle finger.) plus it makes it easier for your brain to discern left middle right gems and bind it to your left button(R1) middle button (tri) and right button (O) rather than left 1 right 1 2 (up and down rather then middle and right... (this sounds crazy huh?)

Imagine it would feel more like typing on the computer or playing the piano rather than pulling triggers.
 
As sad as it's making me, I'm leaning towards not getting funded. It's already started to noticeably slow down. If it had gotten to (almost) 200k without slowing down too noticeably, then I'd have more hope, but I have my doubts this will even reach 200-250k within the next week or so, unfortunately.

Unfortunately I've the same feeling. However, I think Sony might fund the remaining if the kickstarter hits between $500k to $550k by the end. On average, they need between 40k to 50k on daily basis.

I guess they will hit about $200k by the end of 2nd day.
 
Based on the funding rate so far, this kickstarter could easily go either way. I'm thinking 40/60 odds on funded vs. not funded. Which all things considered is pretty odd - usually it's really obvious early on whether or not large projects like this are going to get funded or not.
How commonly do projects come close and then not make it? Usually if a project fails, it tends to fail horribly -- the rule of thumb that I've seen is that most Kickstarter projects either don't even get to 20% of their funding goal or they get all the way there. They're already two thirds of the way to that 20% point less than 24 hours in. If this is even around 70-80% of it's goal within the last day or two, it'll get there (even if it takes some "miracle" backers at the end).

Personally, I'm not really sure how I feel about this -- it's really weird having Sony handling the game at some level but having to have a Kickstarter for it, but I could very easily see Sony not thinking this would be worth investing in at any amount, and the whole point of the Kickstarter is to provide some hard evidence otherwise. I think I'm OK with this in the end -- I'm a bit surprised any big publisher would bother at all, given the opportunity cost involved.
 
Does this set the stage for one of the Liverpool splinter studios to turn their Not WipEout into an actual WipEout?
 
Trending to 1.8 million by Kickstarter's end.
That is not how Kickstarter usually work. They tend to make most of their money when it first becomes popular, plus varying amounts at the last "stretch".
The other days are mostly barren, more so for longer kickstarter durations. So that means 18 days only isn't typically an issue.
examples of funded games making more that 775k:
kingdomj8x2c.png

mightyqvz59.png

tidesicxve.png

though there are exceptions:
planetary0xxy4.png
 
The list of platforms is just abnormal. Kickstarters are most successful when they also support PC.

edit: Sony owns the IP? wut. This kickstarter is just silly. They could easily make a spiritual sequel which they actually own.
 
Top Bottom